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Full Version: [UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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Will the PNG files get a similar treatment or is there no more room for speedup for them?
for png is really difficult to do something, png artist create exelent textures, but they do not know about programing and memory management, if you create a big amount of rgb textures and you load them directly without talking in acount memory consumition in a specific frame, you end with a bloated frame that consumes huge amuount of resources and destroy the performance. is really dificult to fix that from the programer size, the easy fix will be resize all the textures to smaller sizes to get the performance back.
Uh really, VRAM consumption is the least problem that our custom texture code has. The issues are well-known among the developers, there's just no one who has had time and interest to fix them, yet. DDS just masks away the problems in the loading algorithm and the texture management code.

EDIT: Obviously point still stands that those dds builds happen to have their followers, yet I'd like to stress that it's not super-hard to fix the code properly.
neo: can you point what are from your perspectives the problem that hires textures presents?
@ Tino: BTW, just wanted to clarify that the missing body parts textures issue in Xenoblade Chronicles ( https://forums.dolphin-emu.org/Thread-unofficial-testing-needed-dx9-final?pid=319927#pid319927 ) has nothing to do with costum textures (also happens when the feature is not activated). I just had a cutscene with three people missing their faces. That's creepy, man ^^
don't worry i already see the problem will try to fix it soon when I merge a more stable core
Not worrying, just reporting ^^
Thanks, though! Smile
Hey all, I'm basically maintaining and updating the Xenoblade texture pack for the time being (with tons of help from other users), and StripTheSoul brought a few things to my attention from this thread. So, I figured it would be a good idea to come here and see if I can clear up a few small concerns with custom textures. I'm sorry if I'm hijacking the thread and throwing it off topic, atm this seems to be most relevant place to ask these questions, so I'll try to keep it short and contained. If anyone would care to answer them, it will be greatly appreciated!

Concerns..: (Show Spoiler)
Bighead:
no problem with te post i'm really happy to answer.
Texture scale:
the best scenarios is that the hires textures maintain a scale in respect to the origial textures, for example a original texture of 32x32 replaced with a 128x128 one is perfect, but they will stiil work if they don't, if the size if not a multiple of the original the texture is still loaded and displayed with no issues.
the only basic rule for compatibility with all the backends is that width and height are multiples of 4, for example in you current version there is a floor texture that has 1001px with, for png is a valid size (but in some hardware implementation is slower) but for dds on d3d9 backend is an invalid size.
Texture Size:
the problem is not that the textures are to large, you have to hidden problems with that.
first format change: game developers cleverly chosse texture formats to reduceresource usage and improve performance. most textures are stored used compresed formats, IntensityAlpha or palleted textures.
when you replace them with png all is encoded in rgba so for example for a 32x32 IA texture you use 32x32x2(bytes per pixel) = 2KB is you replace that with a 128x128x4(rgba bytes per pixel) = 64Kb that is and increment of 3200% in size, but is not a problem newwer hardware can handle that without problem, BUT if you start to think not in a single texture but in a complete frame you start to see the problem, if you put in a single frame a complete set of new textures you can blow away the amount of memory needed. and event on good hardware you will see performance drop faster when that happends. So my point is, is not bad to make large textures, but you have to be smart and don't exagerate because and exess in size will kill performance. the golden rule of game developers is, don't use resources for thinks that the user will not see, if you have an ui icon that will display in a hd screen you know the covered area, so use that resolution, don't make it to big because it will be a waste of resources.
about Neobrain issues:
in my implementation don't worry about the custom texture loading code I already rewrite it and still optimizing it, will try to maximize performance to take png path alittle closer to dds path.
about the dds pack: the generation of dds packs is really easy with tools from amd and nvidia like "The Compressonator" you can transform entire forlders in minutes and event generate mipmaps automatically so is not a problem to generate and entire set from the png files
Thank you very much for taking the time to answer my questions, it was very informative. I definitely don't want to convert all PNG textures to use indexed channels because there is just too much quality loss there. There are some that could come down in scale though, I'll have to take a good look through them. In the end, to me it seems useful to still offer a DDS version of the pack. And it is easy to generate DDS, that was not my concern. I've been using Aorta which can also generate mips, and I'll definitely check out "The Compressonator" (lol at the name). My concern was that I was under the impression DDS may be dropped someday from Dolphin and I didn't want people to download a pack that will eventually not work for them. If that day ever does come, they could just get online and DL the other one anyway. Tongue

Again thanks that was very helpful and cleared up a lot!
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